Power up devices
A fuse is a recurring item found throughout the Submachine series. It is used to solve puzzles and bypass obstacles.
A fuse is an intentionally weak spot in a power network that will break if an energy spike hits the network, to prevent fires and similar accidents.
The fuse in Submachine 1 is used to power the electrical box on the wall, which will open the way to receive Tile 4. It is initially hidden in a chest, which can be opened using the code found on an ancient coin.
In Submachine 2, the fuse is one of several components that power the lighthouse portal. It is found in the digout on the first floor.
Submachine 10 features four styles of fuses, including two from previously visited places:
- The bottle fuse is one of the first items the player collects upon arriving at the Northern Garden docks, being dropped from a dispenser when a ship ID number is inserted. It is used to power up the captain's ship, allowing full access to almost any room on board.
- Four karma fuses are hidden within the storage rooms of the royal storage facilities, and collectively are used to unlock a loop stabiliser in storage unit 32/1.
- The fuses from Submachine 1 return when the basement is revisited, except this time all four of them are collected. Each one is used at a special terminal at the tunnels, meditation temple, karma studies facility and storage unit 33/3, allowing access to the empty karma stabiliser at the angel ruins when all four are inserted.
- The lighthouse fuse is the same fuse seen at the end of Submachine 2, and is used at the cliffs to unlock the portable light crown converter.
|Submachine 1: The Basement Items||Valve - Ancient coin - Fuse - Diary 1 - Spoon - Tiles (A, B, C, D) - Old pearl - Wisdom gem|